I pm:ed superskuj to playtest. I do not dare to ask Erock as he surely finds dozends further bugs Razz (though he really should be happy now that I included all his wishes).

- added Erock's last stuff. Erock, if you bring up more, I'll ignore it.I will only fix bugs from now on.

Puzz, this makes no sense, Erock is expert in repressing complains about him. His obsession affected gamemakr, SePH and from time to time also me. Erock will just ignore what you said and keeps on... and on... and on.

Puzz, the video Erock posted... any solution to his issue? that's maybe the only thing I am willing to fix. Would a peg switch in the start room help without destroying anything?

Erock wrote: This video shows that the current fix for the cursed room does not work.

Ok, I'll tell you in a civilized way, (that it does work):

You Can enter the cursed room normally, since the pegs you had up in your video are down by default when you enter the dungeon. So obviously you hit a peg switch to get them up. You thus hit the same peg switch to get them down: it's the first peg switch you hit and it is in the room with the shutter door, which you passed by like 4 times in the video.

Push the block on the switch to open the shutter door and hit the peg switch, which is in the upper room to bring the pegs down again.

The situation in your video is not a problem at all, since the same type of pegs were in the cursed room in the first horizontal, and thus the situation/strategy of solving is the same as it was before the fix.

But indeed now the wall-bubbles are hurting you more, this is why I removed all 4 torches in my fix to be able to hide in the corners.Noping some bubbles out or moving the torches so the corners have more room is a matter of seconds.

Erock wrote: Use this design for the cursed room. I originally designed the room. It's my room. It's my bug. It's my fix. Thank you.

I think I told you like 10 times: Do what you want with the game. Why are you complaining here and telling others what to do. Why were you telling SePH what to do, and then Conn and so on. Why are you showing your new design of the cursed room and telling us to edit it? Go for it. Change the cursed room to that new design of yours. What's stopping you?

Found a bug? False design (or at least you think it is a false design when it is really not)? You don't like any of the rooms in the game? You want new gfx in the game? ...Then change it to your desire - in v1.3. But let Conn finish the v1.22. Do note: the 1.3 will overwrite the 1.22.

Erock wrote: Delete this spike for the love of god.

Deja vu. Did you know I can nop out this spike in like 3 seconds. Why would post an entire (non displaying) image and write on the image what you can do youself in 3 seconds. So: For the love of god, remove this spike yourself, it takes 3 seconds.

PSIf I was admin, you would stay banned, since basically you are doing the very same thing with Conn now, than what you did with SePH before.

Last edited by Puzzledude on Wed 12 Jul 2017 - 7:39; edited 3 times in total

Thank god for this screen.Yes, this is the first peg you must hit to go left in the first place. Obviously this is what you hit to reset the pegs again. This was the original strategy in all previous versions.

Puzz design is still awesome, bugfree and works!

Also do note: this dungeon was designed by SePH initially, but he then used some of the Erock's rooms, which all needed to be remade anyway.

This dungeon has gone through multiple debugs and should be fine/acceptable in the version 1.22, however some sprites might still need editing. But this is a simple sprite placement, hardly worth the edit.

I edited your post Puzz to avoid confusion. I didn't play the game much, so I mixed up that you indeed need the deku first. I deleted this "did you cheat phrase?") from my and your post to avoid confusion.

But indeed now the wall-bubbles are hurting you more, this is why I removed all 4 torches in my fix to be able to hide in the corners.Noping some bubbles out or moving the torches so the corners have more room is a matter of seconds.

Ah, yes, I remember, now it makes sense. Well it's too late now, Conker just needs to be agile to avoid them

Deja vu. Did you know I can nop out this spike in like 3 seconds. Why would post an entire (non displaying) image and write on the image what you can do youself in 3 seconds. So: For the love of god, remove this spike yourself, it takes 3 seconds.

I will not delete them, as the game also needs to be challenging. You hit the spike? Try again, aim better!

PSIf I was admin, you would stay banned, since basically you are doing the very same thing with Conn now, than what you did with SePH before.

Yes, Erock can be a pest, but in the end it is my fault if I let myself troubling me.

So, I try to say it in a way maybe Erock understands now:THE GAME IS FINISHED. NONE OF YOUR "BUGS" CONVINCED ME TO MOVE ANOTHER FINGER ON REDESIGNING ANYTHING!

myself wrote:THE GAME IS FINISHED

- this is of course only true if no gamebreaking bug is found. I wait for Superskuj's playtest and that's it I guess.Erock: you cannot be made happy, SePH failed, I fail. I addressed at least 95% of your inquiries, and you still demand anything and even panic with 5 posts. I am out. I never wanted to fix this game in the way I finally did, thanks to you. "Jill is not perfect, this room is not perfect, I do not want this spike, this is notgood, remove it..."Why can't you be content with what I have done for you?! I never wanted to pixel Jill. I did. I never wanted a waterfall sprite. I did. I never wanted the new fox tail. I did. I never wanted the new barrier. I did... hammer, mushroom staff, aliens,, redesigning, ...... .... .... .. ... .. .. ..etc. I did. I wanted initially to work one week on my wishing well, now yours empty as well, and I spent 1-2 month already on it. You are still not happy. Why?It's over Erock unless you find gamebreaking bug. Live with it.

And since I have serious concerns that you edit the game to the worse if you ever find out how to open it with HM (like that cursed room Puzz spent so much time on), I forbid anybody here to tell you how to open the rom in HM!If you ever find out yourself, you are not allowed to publish an official version 1.3 without permission of either SePH, me or Puzz!

Last edited by Conn on Wed 12 Jul 2017 - 13:38; edited 2 times in total

Yes, by the way, when you beta test, you actually don't use cheats, otherwise it makes no sense.

I will not delete them, as the game also needs to be challenging. You hit the spike? Try again, aim better!

This was SePH's original idea. I personally don't see the difference between spike or no spike. You can hit the switch in all cases. So from the debugging point of view this is the same.

this is of course only true if no gamebreaking bug is found. I wait for Superskuj's playtest and that's it I guess.

Indeed. Like said I hope he will stream again, and from the practice you can easily see the problems (if any). When the rom is played out at least once, its time to publish it and close the work on it/no further edits, which might bring new bugs in.

and even panic with 5 posts

This number is actually 8. Reminds me of acmlm, where they don't allow double posts in a time frame of several hours.

If you ever find out yourself, you are not allowed to publish an official version 1.3 without permission of either SePH, me or Puzz!

I think this is for the best. He should just name it in a different way.

I forbid anybody here to tell you how to open the rom in HM!

He can just edit the rooms via hex directly, specially noping out sprites. But of course it is easier with HM.

Conn wrote:And since I have serious concerns that you edit the game to the worse if you ever find out how to open it with HM (like that cursed room Puzz spent so much time on), I forbid anybody here to tell you how to open the rom in HM!If you ever find out yourself, you are not allowed to publish an official version 1.3 without permission of either SePH, me or Puzz!

If Erobrocks wants to release his own version, should we force him to name it "I sip my own piss"?

If Erobrocks wants to release his own version, should we force him to name it "I sip my own piss"?

Let's not be unfair. Erock's stuff like gfx helped in the end a lot improving the game and he also found some serious bugs (like that msu1 game crash).I am sincerely grateful for that.

But there's a point when I'm driven nuts as well (like that 8 posts, bringing up stuff that are no bugs...and again the cursed room... ). So I am really concerned that he makes the game worse if he ever gets his hands on rendering it. Luckily my (admittedly -lame- copyright protection is good enough to prevent this for now

In the hopes of better general relations, here's the Erock's version just for show, not that it will actually make it into the release:

I even have the rom with this version, from which it was screenshoted, but the base was 1.12 or 1.2 (old) I think.

Took me 15 minutes. Also noped out (ie Useless sprite) both peg switches as well as that bouncing spike. So seriously, if anyone wants to edit the game and make his own version, go for it like I just did as reference.

I named the picture: cursed room nuked

PSIf those 2 small openings on the right are spikes, then hookshoting through the bottom one is ok, since you can level yourself in perfect vertical using the bottom torch, but it might be impossible to hookshot through the upper one, since you can not level yourself - since you need to be pixel perfect in the vertical to be able to hookshot through - but I'm sure this is what a play-test will find in any way.

I wrote: If those 2 small openings on the right are spikes, then hookshoting through the bottom one is ok, since you can level yourself in perfect vertical using the bottom torch, but it might be impossible to hookshot through the upper one, since you can not level yourself - since you need to be pixel perfect in the vertical to be able to hookshot through - but I'm sure this is what a play-test will find in any way.

The calculation is following.We take the sword level (and double it in hard mode), then add the mail (add 01 because it starts with 00, 02 is highest). Then we multiply the outcome with x8. Then we again add a7 in hard mode or a0 in easy mode.

FAQ:- how does Ganon work?Ganon gets an initial life energy of FF. You need to get that down to 00 to defeat him.Phase 1: FF-A0: decrease of live energy in dependence of sword level (l1: -1, l2: -2, l3: -4, l4: -8)Phase 2: A0-60: jumping, NOT dependent of sword level, each hit takes -10 (4 hits required)Phase 3: 60-18: warps like crazy, NOT dependent of sword level, each hit takes -A (7 hits required)Phase 4: 18-00: silver arrow (recovers after sword hit to 18 if not silver arrow, one arrow required)

- Why do you un-retire?Well, SePH made a shortcut possible. But Ganon could only be beaten with L3 or L4 sword from Triforce shrine (or L2 spin IF people know that). So I made Ganon also vulnerable to L1 and L2 sword.

- ...yes, but why this dynamic Life Energy?If you face him with a l1 sword you needed ff-a0=5f == 95 hits to bring him to stage 2. With maybe no armor, little life energy and no byrna. People will fail! Also with L2 sword after obtaining all 9 rings he was hard as only spin attacks could harm him.

- how does your algorithm work and why is it so complex?To equalize chances, every sword level increases life energy as well as your armor. Then I also took hard/easy level into account.Here are some examples:Right after D7:L1 sword, no mail, easy: (1(l1sword)+1(no mail))*8 =10 (hex)==16(dec). With L1 sword you need 16/1 hits to Stage2.L1 sword, no mail, hard: (1(l1sword)*2(hard)+1(no mail))*8)+7(hard) =1F (hex)==31(dec). With L1 sword you need 31/1 hits to Stage2.

pm, superskuj wrote:There's a couple people who have said they'll do a playthrough but I'm not sure what their schedules are like so I don't have an ETA for that. If they take too long I'll just do it myself though.

It's actually not worth mentioning, but I updated the patch again (says now:repatched 19th July). The reason is me being nitpicky again: when you spoke to toad, it still had the monologue "guard:...", now it says "toad:..." I found this important to change due to the fairy monologue.

Anyways, superskuj promised to start a playtest these days, then we know whether this is the final version or bugfixes still are required.

Nice to see you post again. Even if you disappear afterwards again. Yes, I hope skuj has enough power to make a final testing (again). And in this topic I can actually see Trovsky's posts? He is again listed a member and with 314 posts, yet the temp secondary account "guts" is gone.